Fluorescence?

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GXGsynth
Licensed Customer
Posts: 21
Joined: Sun Feb 13, 2022 10:04 pm

is it currently possible or might it be in a future build to create real-world physically-accurate fluorescent materials within Octane?

I've gotten some decent results with adding basic emission to a scattering medium but it obviously then isn't based on the amount/direction of light in a scene.

Does anyone know if there might there be a way to use the Ray Switch or one of the "info channels" textures like Ray Direction/Surface Tangent/Relative Distance to somehow approximate the "quantum yield" required?

Wikipedia:
The fluorescence quantum yield gives the efficiency of the fluorescence process. It is defined as the ratio of the number of photons emitted to the number of photons absorbed.
The maximum possible fluorescence quantum yield is 1.0 (100%); each photon absorbed results in a photon emitted. Compounds with quantum yields of 0.10 are still considered quite fluorescent. Another way to define the quantum yield of fluorescence is by the rate of excited state decay https://en.wikipedia.org/wiki/Fluorescence
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elsksa
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Posts: 784
Joined: Sat Jul 24, 2021 1:06 am

"I"m glad you asked".
On the roadmap, no ETA. I suppose, "available when it will be ready" would apply here.
On the roadmap, no ETA. I suppose, "available when it will be ready" would apply here.
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rubberchicken
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Posts: 49
Joined: Thu Apr 15, 2021 12:58 am
Location: Australia
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This would be nice to have.
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rubberchicken
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Posts: 49
Joined: Thu Apr 15, 2021 12:58 am
Location: Australia
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I tried the emission but I did not like the results, removed shadows and it looked flat and unrealistic. Instead, I tried overdriving the albedo colour by unclamping the layer shader it is plugged into and increasing the exposure value on a colour correct node.
joemoak
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Joined: Tue Nov 17, 2020 10:00 pm

@rubberchicken - How did this work for you? Do you have a screenshot of your node tree?
Win 10 64 | Quadro A6000 48GB GDDR6 | Threadripper 3960X 24-Core | 64 GB DDR4 3000MHz
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